[ODE] Ragdoll performance with OpenDE

Martin C. Martin martin at metahuman.org
Tue Jan 13 08:41:05 MST 2004


Although I haven't used ragdolls, this sounds a little slow.  Have you 
profiled your code?  Where is all the time being spent?

Cheers,
Martin

Mohsin Hasan wrote:
> Hi,
> 
> I'm new to OpenDE. I've done some work with Tokamak but I really like the
> feature set offered by ODE so I thought of switching to ODE. I tried to
> implement a Ragdoll demo with ODE with 10 Bones (9 joints). The demo seems
> to work fine. The only issue I have is performance. I mean I create 5
> Ragdolls and the performance of the simulation starts to stall. I haven't
> done anything fancy yet, just added simple hinge joints. ODE is built in
> single precision mode, MAX_CONTACT points for collision is only 3 and I am
> using dWorldStepFast1 method with only 8 iterations to get extra bit of
> speed but nothing seems to help. On the other hand my Tokamak demo can
> easily manage 40 Ragdolls (same configuration) without any major hiccups. 
> 
> My question is. Is ODE not suitable to implement Ragdoll or commercial
> quality game physics yet due to speed constraints? Is there anything being
> done to increase the performance? I know there are a few experimental
> functions to auto disable bodies like in Tokamak but this will only help
> once a body is in a resting state. If most of the objects (Ragdolls) are
> moving (falling) speed is just unbearably slow.
> 
> Regards,
> Mohsin
> 
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